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Everything posted by tokikake

  1. btw, if I do not keep fix scene scale as 1.0 I think it work well but maybe 3d coat everytime auto-adjust scene scale. then it make user somehow un-stable feeling, because we often confirm the size aproximately with use 3d Grid unit size .. when model something.. so to adjust it user need to tweak unit scale etc>> it is actually compex ^^; eg if I change scene scale as 10 then use fix scene scale I could solve this issue. (now I can zoom in x10) but customized grid or view change .. though I do not say it is bug, but ideally hope to zoom in as we like. (unit as cm, scene scale = 1.0 voxel per unit as 1.0 then can zoom for 0.1 unit mesh etc)
  2. Dear Carlosan For me, I mainly use applink to simply make textures in 3d coat.. so it not cause many problem. But applink seems auto set Scale or voxel in unit etc I feel.. (though do not know how it set or I miss something) >> it cause clip issue. so I now try to export as obj with scale 100 (which I mentioned in another topic) Then I may hope you generate simple 20cm cube in blender (default meter unit = 0.2 unit) and export it by app-link, in paint room >> change orthographic view >> zoom in to tweak more detai I think you should see clipping issue, (can not zoom in anymore) if you do not have problem I hope to know Carlosan 3d coat setting (scene scale, voxel unit, and unit scale) please .
  3. Actually behavior had changed. at least about new version I do not think we can change App link Exchange folda anymore. so it need to keep default. (We can still change user 3d coat directory, then before we need to set the path (which we change in 3d coat) as exchange directory, but about recent 3d coat and app-link, we need to use default exchange folda lcoation. at least for me, it is only way to work with current blender app-link. current my app-link setting in blender 3.2 But I set 3d coat user directory like this.. (so it not used for applink any-more) (though I still see some file, in my relocate dir , which seems relate with app link ^^; but never touch them..do not know if I can safe delete them or need to keep it anymore... (I just do not touch these) haha I seems forgot directorys which I set for export import mesh/texture directory..above dir was actually I set it so in blender (you may hope to change it, for each blender scene) though I do not know actually these are used about recent app-link , because we can change it when export texture and mesh from 3d coat... too.. )
  4. Then I test with emission shader only in blender. I do not know why your first image show so dark, but if I use albedo map which you offer without any light source, it is like this. I do not know how to set-up same in 3d coat, so just import same albedo map, and use HDRI. it seems almost same for me..
  5. your viewer node is emission shader? (cycles not have viewer node as default , I remember, node wrangler may add it, but it is not same as 3d coat shading, if I check diffuse map only as render, I simply use diffuse shader. If I really need to divide diffuse path I need to use compositor, and separate path. If I simply set diffuse bsdf without any other map, it looks like this in blender. I think it is not wrong when compare your 3d coat scene viewport. Of course it may change with your HDRI or bakcground but it is usual to adjust those enviroment along with each aplicaiton. About AO, I do not use AO map when I render with cycles. then when I export texture, I usually not export AO map. because cycles can show real shade with light angle and geometry so I do not think I need it. without I make mat for game mod. or we can bake AO in cycles with actual light source.which use for current scene.
  6. One thing I can find is, you set metallic , for principled bsdf as 1.00 . but I suppose you should not set so. set it as 0. if you have exported Metalness map, simply connect it for metallic input. (though I suppose it should be zero black image..) with set roughness texture, then you may adjust specular value too. (it is somehow complex to convert , but actually blender princpled bsdf specular need to circulate by IOR values about reflection. (though I do not know what IOR value is good for your mesh.. check here. (principled bsdf >> specular section) https://docs.blender.org/manual/en/2.90/render/shader_nodes/shader/principled.html
  7. If r-click and slide mouse quickly and select one of option first, options remain there. but r-click>> wait second >> hover mouse to select one option, options disappear.. AGDRec_2.wmv I tried , preferences> viewport > enable voxtree properties by right click , on or off, but this option seems not related with this issue.
  8. I can not select "Sculpt tree" voxel > right click menu (r-click on each voxel) when Sculpt tree not locate on Most right section. Right click menu actually open but, it suddenly disappear when I hover mouse and select.. 1. in sculpt room, set sculpt tree, middle column in window like this. (most of place may not work) 2. right click voxel, then it open menu. 3. when you try to select one of option, (mouse move) it disappear..
  9. I really surprise you could enhance so quickly! I remember, Cap tool often locate cap center point on to wrong place (which user not suppose) along with my current view. With ctrl Cap tool will locate top verts more reliable position!! Then I may request as default, it should locate center without ctrl,, at same time will not you offer option window for new cap tool, which can toggle behavior , then maybe you can add other options for future cap tool when we need..) eg I may hope,,these options.  1locate cap top on to plane ( we may decide position on the plane = cap as plane) 2locate cap top with height... (we will adjust cap height in option window input menu.. and locate center verts with keep off set height as I need 3 auto locate top as center.. 4 cap with quad mesh.. (though there should be case it not work, but try to cap with quad when it can)
  10. I need to apologize, as usual I describe some wrong infomation about blender UDIM texture ^^; New UDIM texture set up seems work for multi materials, I confirm..,, (maybe it had been up-dated I feel, or I miss use it still, but anyway thanks you confirm the problem. (with use UDIM set up / or simply locate UV without set UDIM texture,,after all, 3d coat can not load it as micro vertex object I suppose)
  11. I understand your request about cap tool, then I hope same thing.. then to locate cap center, I personally do these steps.. 1. select top edges and extrude (just click enter), 2. change selection mode as verts, transform selected verts (scale) to center. 3. finally use new weld vertices tool... (though it only work, your cylinder is clean radial shape.. and do not know how 3d coat manage it with symmetry mode..
  12. And I suppose IT is current limitation of 3D coat micro vertex paint,, IT can not manage multi material,, if all UV are locate in same 1001 space. for Per pixel paint, 3d coat offer import optoin >> Treat material as separate textures. So I can separate material without thinking UDIM (just gather as one UV tile..), 3d coat auto set tile for each material.. But for Micro vertex paint, There seems no option which can auto separate UV set with material.. >> so we must need to use "Import tile as UV set" with locate UV as separate tile >>>>> but it crush for me Though I am new about micro vertex painting, so If there is way 3d coat can mange UDIM / mutli material / multi UV tile (UV set) for one paint object to import Micro vertex paint.. teach me correct way please... (I do not suprise, if it is current limitation.. just hope to confirm, it work or not) I add blend file, with textures (Blender seems still not support pack UDIm texture I suppose, so to confirm I set UDIM textures correctly you may need texture too ^^;) if it was wrong, tell me please. and export it as obj then import as micro vertex in 3d coat,, >> clash for me.. UDIMtest.7z
  13. Carosan I test your way, but when I import UDIM (set UDIM tile number with temp UDIM textures) as "micro vertex paint", 3d coat still crush... so I do not think, it make difference (3d coat can manage / can not mange (with or without UDIM number, it only matter to set texture name as UV tile for blender I suppose) Could you test this mesh please? my 3d coat version 2022.39 ,, windows 10 if I do not use "Import tile as UV set" it can load mesh, but it perfectly mess up. (and not generate UV correctly) UDIMuv.zip
  14. Hi Carosan I understand what you means, but it is relatively new blender UDIM setting way (it have been added for 2.9 or 2.8 I remember) to manage simple UDIM textures to load UDIM number textures and set-up easy. at same time It have problem too. Because the way do not full support multi materials. If I set textures as UDIM Tile (the blender function) I can only set one material for the mesh = need to use same shader nodes for all mesh. Then the blender offer UDIM texture setting is good for simple mesh which only use same shader as one material. but it not work for complex mesh which need to change shader nodes for each material. (then each material assigned mesh are separated by UV tile space) So most of case I do not set Blender UDIM textures for complex mateiral figure , but simply locate each Material part on different tile as I did. My attached sample cube mesh is usual (old) UDIM tile UV, most of blender user have set UDIM tile so until blender offer the UDIM texture setting function... (manually move each UDIM tile with UV unit, blender can do it,, move to U as 1 unit , 2 unit, ..) Though it not set tile number, it actually locate UV on 1001, 1002 UV space, then we can set different material for each part too... Actually my attached cube mesh can import to 3d coat without problem for Per pixel painting with option (Import tile as UV set) for per pixel paint. But when I use same option and import same cube as micro vertex paint, it never work.. (simply 3d coat crush) Then can you import your set mesh (blender UDIM texture setting as you described) as micro vertex paint without break anything? (keep each UDIM part as UV set correctly) I may try your way,, , but I suppose it may not work.. (maybe 3d coat can not manage it for micro vertex mesh, though it work in blender)
  15. Import mesh for micro-vertex painting seems not load multi UV set (material) mesh correctly. Recent 3d coat immediately crush. I have failed to import high-poly complex figure mesh witch use multi materials, Then I test with most simple cube (but sub-D 6 times and apply) which have 2 materials (and 2 UV tiles 1001, 1002). If I import same cube for Per pixel painting, 3d coat can load without problem. I have not played with micro-vertex painting, so do not know if other version worked or not. Anyway test attached cube (obj) and import as Micro-vertex paint to 3d coat please. (if you can, teach me your import setting ^^;) the cube is like this in blender. (I do not test it with app-link, simply import as obj) highpolycube.zip
  16. Cycles and eevee may show different displacement effect along with your currently using node set-up. eg,, Cycles only can show real dsiplacement map. about your case, Eevee simply ignore displacement map setting. but Cycles actually use it when you set it (in property material/setting/displacement) / and cycles only use adaptive sub-D if you set it... you may check each material >> setting > displacement. (bump only/ dsiplacement only/ both) at same time, without your material nodes set up in blender, others can only offer guess. (as same as me) there should be, normal/bump or dsplacement (if you currently set it) issue from your pic, but we do not know which map you currently using, and your setting values. (and you may just need to change those node strength, distance, mid point setting I suppose)
  17. I see. Thanks it seems already up-date license correctly. (my version do not see your described issue,,
  18. I am happy user, so I update my license to get full function for new release version.. But I do not know, where I can input my license key... What I did was,, 1. I just open up-date manager,, install and update as usuall. 2 3d coat tell me, my license (for up-date) expired. (yes I remember it) So I close 3d coat once. 3 then I quickly purchase,, I got email, which describe ===License type: 3DCoat Individual Permanent Valid till: Lifetime Updates till: July 28 2023 with my key and sequrity nubmers. 4. Then I re-launch 3d coat. but this time I do not see info about license... 5, Do not I need to input my license key? if I need it (I usually think so) how I do it? I can not find menu which may open window to input new purchase license key.. I worry if current 3d coat not run as full license,, or I need to clean download and sintal (I do not hope to set/ migrate brush path etc again ^^;) I set wrong solution topic... sorry,, solution was offered by Carlosan (below reply)
  19. so now I read this again and again, but I do not know actually how I can sculpt in sculpt room and generate Vector displacement map.. https://3dcoat.com/dokuwiki/doku.php?id=general:paint_workspace:microvertex Do I miss something? if some one know tutorial, teach me please. As I said, I means, not texture sculpt, but sculpt (deform for 3 axis) in sculpt room, then bake it as Vector displacement map. (so my question is same as OP question.. at current I notice "texture displacement" in paint room, can convert as RGB vector displacement, but do not know way to convert sculpted mesh deform as vector displace ment. (I may apologize, I seldom try micro vertex painting in 3d coat, so do not know If I can sculpt it in sculpt room or not... and do not know we can sculpt (free deform) in paint room, for micro vertex model... (I do not think so, I never see such option in paint room,, which can deform vertex as 3 axis free)
  20. If I use blender,, I found this, (it not about 3d coat, but no one may complain about it I hope) then it worked for me. (recent days I tried it and confirm,,) then I hope if 3d coat dev team try it with use 3d coat, and will offer more simple auto process >> directly bake vector displacement from sculpt mesh.. and generate from retopo room... maybe 3d coat develop team easy understand what is going on if they check the you tube, I suppose.. https://www.youtube.com/watch?v=Dgrz7_Xl5Eo https://blenderartists.org/t/is-there-any-add-on-to-bake-tangent-vector-displacement-for-non-detail-mesh/1391969 (ideally we need Tangent Vector displacement, not object or local vector displacement, because we may pose figure...with displacement map, when render) the way is, it bake deformed infomation as emission map.. then with use specail node set up, convert it as UV tangent displacement map..(it is option)
  21. As true meaning, I think No... I tried to generate real vector dsiplacement, from sculpted mesh, but I do not think it is vector displacement. Maybe 3d coat simply convert and bake as height displacement map I suppose. then generate it as paint mesh (with layer) I found, when I save displacement map (from paint room), 3d coat already offer options to save dsiplacement as RGB (convert ) but it not means, we actually bake vector displacement from sculpted mesh ^^; Or I may hope to ask you,, do you think, when we bake dsiplacement from sculpted mesh, 3d coat actually bake all (x, y, z) displacement infomation as RGB?
  22. And one more if I need to bake clean detail displacement, I may carefully snap Retopo mesh along with Sculpt mesh first. (though I do not know you already do it or not) The reason why I test these without snap, I currently generate vector displacement map in blender, then hope to do same thing in 3d coat. at same time, my figure already attached with rig, so I do not hope to deform base resolution mesh if I can.. (but just deform by displacement only ) but actually to generate clean displacement, I need to deform base mesh (snap to sculpt mesh carefully) until adjust cage and bake. (after that I may need to import modified base mesh (retopo room mesh) as new morph + set sub-D as same as in 3d coat + set displacement map. (I try to use exr vector displacement , but I still not check all option, so do not know which displacement export option is best for your purpose..)
  23. When you bake textures you may see setting window, which set texture resolutions, Then there is option to set initial sub-D for paint mesh. I suppose the sub-D setting is used for bake target. (bake maps for non sub D mesh or sub-D applied mesh) you may set initial sub-D as same level as which you sculpt in sculpt room (those poly edge is generated because you bake disp for non-subD mesh I suppose) if it not work try , change snapping option when you adjust cage and bake. Scan disp toop > snapping method (Snap to closest along normal/ snap to outer surface,,) it seems change how you set-up Scan gage. as for me, Snap to closest along normal was easy,, but brush seems not move well for me.
  24. Dave_ah As other member already said, you need to change thinking way to manage 3d coat.. I understand, it was difficult enough, but if you often do same things, you will feel it is not so un-usual process and maybe reasonable way to manage each process... 1. You need UV mesh in retopo room (non sculpt and usually low poly + UV) (it become bake target, so if you hope to bake some textures of sculpted mesh to UV mesh, you need to import UV mesh in retopo room or 3d coat can not bake anything.. (though you can paint high poly mesh in paint room with vertex painting. but it is not what you consider for current your purpose) 2. if you simply import mesh in sculpt room then start sculpt, you need to re import non sculpted Mesh with UV in retopo room , and set retopo groups name as same as volume name in sculpt room meshes. Then 3d coat will consider, each "Poly groups" are for each "volume" part (sculpt room) bake target (with UV) (though I seldom try it,, I usually import retopo mesh in retopo room/paiint room first..then in sculpt room, use retopo mesh in sculpt) As mentioned, if you will try same thing (bake texture with sculpt to UV mesh), you may better import mesh in retopo room first. then pick the retopo room object to Sculpt room, it is recommended process. use this function in sculpt room. Then start sculpt in sculpt room. (now you have 2 different mesh in each room) Each room use individual mesh. it is 3d coat concept,, so it is sometimes complex until understand theory. If you actually follow these things,, (you have same poly groups mesh in retopo room as sculpt room sculpted mesh volume)then bake map . it will open cage setting view (under pic) , then you adjust Inner and outer Scan depth, along with sculpt mesh first. with swap show inner/outer shell. (so if you increase Scan depth out-side, outer shell expand (along with normal basically, sometimes corrupt though) Inner cage need to be under sculpt mesh. outer cage need to be over sculpt mesh. (but should not get too large margin) For some part, you may try scan depth altering tool (with this menu open, current tool work as shell deform brush, it only change inner/outer shell shape) After finish to adjust shell depth (or scan depth/ cage depth ), simply click ok. then you will see (texture import setting window) The complex part is,, you can not directly save baked texture, ,but once generate new mesh in paint room with paint layers (which include color, depth infomation separatelly) You may get new paint mesh + paint layers like this. Paint mesh, when you need displacement map, you may better set initial sub-division (eg 3 times, or 4 times if you can) as same as you sub-D in sculpt mesh) >> oyu can get clean displacement. (if you had imported mesh in paint room, you may see double mesh, with many layers, so usually untill bake textures, I remove paint mesh first,,, anyway, once you bake textures ,, you may see new paint mesh in paint room like this. Then you can save normal/disp texture as image, from Paint room menus. if you see somehow wrong, remove paint mesh, and try bake again with adjust shells and initial sub-D setting..
  25. Ok now I could generate better disp (exr) when I set initial sub D as 3 (though I may hope to set as 4 if I can,..) then could check in blender. So the problem is "stability of cage adjustment tool (use brush type deform)" , to bake good clean detail when I deform hard in sculpt room.. if there is tool which can select + move normal (plus minus) for cages, it will work better for detail adjust ment (I may use to adjust convex and concave detail area). I feel... at current brush deforming is difficult and not stable to adjust those detail area I feel.. About other things, (eg I can directly check how baked displacement work, in paint room with both map / and can add more detail with paint sculpture,,etc I like those much.
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